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"I'm Beginning To Doubt Your Commitment To Killing Space Dracula (More about Dungeon World)"

14 Comments -

1 – 14 of 14
Anonymous Anonymous said...

Zak, this is great critique of Dungeon World, I’m so happy that you gave it a try because I’ve been looking at it too, wondering about it.

Personally I see three batches, though. Place-based games, story-games and then those weird railroady type games (Call of Cthulhu often ends up in this category).

September 25, 2012 at 4:17 AM

Blogger M. P. O'Sullivan said...

"-They feel really "easy". Both to solve the problems the character has in the game and to think up the kind of textured narrative explanations that these games run on."

That is a really great observation. Encapsulates the genre(?) really well.

I hope this helps with the name thing: Have you heard of Apocalypse World? The "Pick a Name:" stuff comes from that. Maybe it's an artifact of that, I don't really know, but the games that are based on AW tend to come with lists that you select things from to build your guy. AW let you pick name, gender, and a couple of physical details. I always like the name lists because, frankly, I'm kinda bad at coming up with names on the fly. Whenever I run a game I always cook up a list of 20 or 30 names and just pick one from that list when a new character comes into play.

Are you guys playing any more DW? I'd love to hear your thoughts on the experience system, too.

September 25, 2012 at 7:31 AM

Blogger Zak Sabbath said...

If you play Call of Cthulhu as a railroad, you do not have to. I never do:

http://dndwithpornstars.blogspot.com/2012/02/hunterhunted.html

September 25, 2012 at 10:02 AM

Blogger Zak Sabbath said...

The discussion of the utility of the name list is discussed in the comments below the previous post about DW from yesterday.

If you are bad at picking the kind of details DW provides then you are having an rPG problem I am unfamiliar with in real life but I am glad the game helps you solve the problem you are having.

September 25, 2012 at 10:04 AM

Anonymous Anonymous said...

To me there was this whole “middle generation” of weird role-playing games with tons of rules yet no clear structure. Like GURPS. Fifteen-thousand books and where is the game? What are we doing?

You can “save” most of them by adding a good structure, for example exploring a map or situation.

As for hunter/hunter, I commented on that thread back in February why it hadn’t worked so well for me.
It feels like two parallel tracks while what I want is something wide open.
(Not saying that no-one can ever like it!)

September 26, 2012 at 4:09 AM

Blogger Zak Sabbath said...

@2097
The point is NOT whether it is likable or not, the point is it is not a railroad by any means. It is not "2 parallel tracks" either, since on one of the "tracks" the players have near total control of what action takes place and where and under what terms.

September 26, 2012 at 8:55 AM

Blogger David S. Goodwin said...

I really want to play Dungeon World. My sense its that there's a specific mastery to issues like "when the GM can attack you with monsters" - in other words, it's a distinct GM subskill particular to the AW hacks. Haven't tested that.

But you've verbalized some issues I've noticed with Fate (my main interaction with the Category 2 games you mention.) Specifically the "easy" and "hard to die" part - I've noticed my NPC go down way faster in these games than I am used to. Mainly (I think) this is because the players as a group have more brain bandwidth to dedicate to the narrative problems than I as a single GM have, and the game leverages that sort of "be awesome" thinking. I have to be more bad-ass than I am used to to threaten them - I can't just trust in the monster stats and dice.

Not sure that's a problem, just a learning curve for me. Also not sure how much it applies to Dungeon World.

September 26, 2012 at 11:36 AM

Anonymous Anonymous said...

Yes, I agree with you that adding a structure such as hunter/hunted can make a “trad” game not railroad.
(The point with the like/not like thing was just to say that I did already know, and even commented, about Hunter/Hunted, which I guess I should’ve just said.)

My beef with the middle generation of “trad games” is the combination of heavy rules and a lack of structure. (Many newer games that claim to place themselves in the story game batch seem to have have the same problem, though.)

Adding a structure such as a map or good random tables saves it. Actually, I found your “roguish heroes” post recently with the problem of running a Superman campaign and that pretty much hit the nail on the head of what I’m thinking of this “middle batch”—so vague, yet so much complexity.

September 27, 2012 at 5:36 AM

Blogger Unknown said...

While I have been aware of this game for a while, I have not payed much attention to its progress. Prefering to wait hard copy. Now that the PDF is out, and cheap I was thinking of picking it up. But after reading this and a couple other reviews I guess I will pass. I could live w/'some of the weirdness ( besides how hard can it be to tack on an initiative system?)BUT:
Industructable characters? Reality bending powers....ugggh! NO thanks.

November 17, 2012 at 1:44 PM

Blogger Zak Sabbath said...

Reality bending powers are definitely part of any kind of game where narrative control is shared the way it is in DW.
The authors tell me that in terms of "indestructible PCs" mileage varies. Lethality is certainly less emphasized.

November 17, 2012 at 1:50 PM

Blogger Colin R said...

"Characters are really rrrrrreally powerful relative to the environment. Hitting stuff is easy and I had 21 hit points and didn't take any damage the whole time."

I'm starting to run a DW game, and as DM I've been working over this point a lot. I've been reasonably convinced by partisans of the game that monsters can be made as lethal as you, the DM, want them to be, but that it takes some deftness and aggressiveness as DM to make that happen. There's a skill to be learned as DM to make the game work, and I don't know that it's particularly well explained in the rules.

The best example I've seen about how the designers hope the game will be played is this: http://www.latorra.org/2012/05/15/a-16-hp-dragon/

(And I'd say you should read it even if you don't want to play DW again -- it's pretty awesome as RPG fight scenes go.)

I'm still feeling my way around the system. I like that it feels streamlined enough that I can just *do* things and not worry about contradicting a rule that one of my players remembers and I don't. I like that it's dead easy to stat up a monster on the fly. I like that combat is fast and has lots of scope for being colourful. I like that a lot of the game systems are loosely coupled and easy to hack.

It's clear, though, that it's going to push me to play the monsters pretty hard in order to make them dangerous, and I'm a little worried about the conflict of roles between playing the monsters to the hilt, and also adjudicating the success of PC actions. There's a lot of scope for the DM to just decide what happens, and often I'd rather let the dice do that. In other words, what David Goodwin said.

But it's a skill -- making my monsters more aggressive -- that I'm interested to try to get better at, so I'm going to give the game a shot and see how it goes.

December 7, 2012 at 10:36 AM

Blogger Zak Sabbath said...

Yours may be one of those comments someone makes that gets a response and then the person ignores that response as if it didn't happen but anyway...

-I have seen that 15hp dragon thing reposted a zillion times and I don't see what it has to do especially with the Dungeon World system specifically, it just seems like "Be a good GM instead of a shitty GM". I think the fact that some people are treating it like a revelation seems more informative than anything else.

-" I like that it feels streamlined enough that I can just *do* things and not worry about contradicting a rule that one of my players remembers and I don't."

I have never had that feeling ever but if you have maybe DW is the way to go.

-" I like that it's dead easy to stat up a monster on the fly. I like that combat is fast and has lots of scope for being colourful. I like that a lot of the game systems are loosely coupled and easy to hack."

Those are all qualities I associate with the games I'm already playing, but different people handle different systems in different ways.

December 7, 2012 at 11:02 AM

Blogger Nerzenjäger said...

Is he talking about classic D&D here?

"I like that it's dead easy to stat up a monster on the fly."
Answer: HD. Other than T&T's Monster Rating, this is probably one of the easiest forms of monster stats. Plus: easy to scale and a dead-functional mass combat system.

"I like that combat is fast and has lots of scope for being colourful."
Classic D&D combat is so abstract, you can just about tell anything through the combination of hit-rolls, hit points and armor class. My gamers love the details I make up just looking at the things happening at the table and are encouraged to do likewise.

"I like that a lot of the game systems are loosely coupled and easy to hack."
Classic D&D is the basis for a myriad of retroclones and, honestly, for most traditional RPGs ever since. Many of these are mere hacks of the basic system. Which I find great, as it is easy to add stuff to it.

So if that is what you're searching for, you might find it in old school D&D, without all the hand-wavey aspects of DW, which literally is just an emulation of an emulation of fantasy (minus a solid rules-set).

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